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#0127

Pinsir

Pinsir
Bug

Height 1.5 m·Weight 55.0 kg

Base stats

HP
65
Atk
125
Def
100
SpA
55
SpD
70
Spe
85
Total500

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Hyper Cutter

    The Pokémon's prized, mighty pincers prevent other Pokémon from lowering its Attack stat.

  • Mold Breaker

    The Pokémon's moves are unimpeded by the Ability of the target.

  • Moxie

    Raises Attack by 1 stage after knocking out a target

Learnable moves

53 moves
  • One-hit KO

    Power Acc. 30PP 8
    Contact
  • Raises own Attack by 2

    Power Acc. PP 20
    Dance
  • Bind

    Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 15Acc. 85PP 20
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • Attacks 2-3 turns, then confuses the user

    Power 120Acc. 100PP 12
    Contact
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Raises the user's crit stage by 2 (50% crit chance)

    Power Acc. PP 20
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • [Priority +2] Hits through Protect and Detect

    Power 30Acc. 100PP 12
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Hits 2 times

    Power 35Acc. 90PP 12
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Deals damage equal to the user's level

    Power Acc. 100PP 20
    Contact
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Lowers own Attack·Defense by 1

    Power 120Acc. 100PP 8
    Contact
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • Raises own Attack·Defense by 1

    Power Acc. PP 20
  • Lowers own Defense·Sp. Def by 1

    Power 120Acc. 100PP 8
    Contact
  • 10% chance: Lowers target's Sp. Def by 1

    Power 120Acc. 70PP 8
    Ball & bomb
  • Always a critical hit

    Power 60Acc. 100PP 12
    Contact
  • [Priority -6] Forces the target to switch out

    Power 60Acc. 90PP 12
    Contact
  • Also hits Pokémon using Dig

    Power 100Acc. 100PP 12
  • Dig

    Digs underground turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • Lowers target's Speed by 1

    Power 60Acc. 100PP 20
  • Power 95Acc. 95PP 12
    Contact
  • Never misses

    Power 60Acc. PP 20
    ContactSlicing
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Power 80Acc. 100PP 16
    ContactSlicing
  • Eats the target's berry, gaining its effect

    Power 60Acc. 100PP 20
    Contact
  • Lowers target's Attack by 1

    Power 80Acc. 100PP 16
    Contact
  • Lowers target's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 30% chance: flinch

    Power 75Acc. 90PP 12
  • Lowers target's Speed by 1

    Power 60Acc. 95PP 16
  • Crit stage +1 (12.5% crit chance)

    Power 100Acc. 80PP 8
  • Sets floating rocks that hurt Pokémon switching in

    Power Acc. PP 20
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns.

    Power 80Acc. 100PP 16
    Contact
  • Power 60Acc. 100PP 20
    Contact
  • Raises own Defense by 2

    Power Acc. PP 16
  • More power the more HP the target has left (max 100)

    Power 0Acc. 100PP 12
    Contact